This commit is contained in:
2026-08-01 21:48:30 +03:00
commit 3ce70bd00a
10 changed files with 588 additions and 0 deletions
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src.bin
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run:
odin run ./src/
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"enable_inlay_hints_params": true,
"enable_inlay_hints_default_params": true,
"enable_inlay_hints_implicit_return": true,
"enable_inlay_hints_optional_result": true,
"enable_inlay_hints_struct_fields": true
}
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package main
import hm "core:container/handle_map"
import rl "vendor:raylib"
Enemy :: struct {
using actor: Actor,
touch_dmg: i32,
}
enemy_update :: proc(state: ^GameState, p, e: ^Entity) {
p := hm.get(&state.entities, state.player)
}
// sys_enemy_ai :: proc(state: ^GameState) {
// for &enemy in &state.enemies {
// dir := state.player.pos - enemy.pos
// set_vel(cast(^Entity2)&enemy, dir, enemy.speed)
// }
// }
//
// sys_death :: proc(state: ^GameState3) {
// for &enemy in &state.enemies {
// if enemy.hp > 0 || enemy.marked do continue
// enemy.marked = true
// init_entity(
// state,
// GroundItem3 {
// ent = Entity2 {
// GroundItem3 = enemy.pos,
// GroundItem3 = {GroundItem3 = GfxCircle{GroundItem3 = {0, 0}, GroundItem3 = 6, GroundItem3 = {255, 220, 50, 255}}},
// GroundItem3 = 10,
// },
// heal = 25,
// },
// )
// }
// }
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package main
import rl "vendor:raylib"
Graphics :: union {
GfxNone,
GfxCircle,
GfxRect,
GfxRing,
GfxCircleLines,
GfxTexture,
}
GfxNone :: struct {}
GfxCircle :: struct {
pos: rl.Vector2,
radius: f32,
color: rl.Color,
}
GfxRect :: struct {
pos: rl.Vector2,
size: rl.Vector2,
color: rl.Color,
}
GfxRing :: struct {
pos: rl.Vector2,
inner_radius: f32,
outer_radius: f32,
color: rl.Color,
}
GfxCircleLines :: struct {
pos: rl.Vector2,
radius: f32,
color: rl.Color,
}
GfxTexture :: struct {
// TODO: Implement texure rendering
}
FX :: struct {
parentId: EntityID,
lifetime: f32,
permanent: bool,
pos: rl.Vector2,
gfx: [MAX_GFX]Graphics,
marked: bool,
}
gfx_draw :: proc(pos: rl.Vector2, g: Graphics) {
#partial switch v in g {
case GfxCircle:
rl.DrawCircleV(pos + v.pos, v.radius, v.color)
case GfxRect:
rl.DrawRectangleV(pos - v.size / 2 + v.pos, v.size, v.color)
case GfxRing:
rl.DrawRing(pos + v.pos, v.inner_radius, v.outer_radius, 0, 360, 0, v.color)
case GfxCircleLines:
rl.DrawCircleLinesV(pos + v.pos, v.radius, v.color)
}
}
fx_update :: proc(state: ^GameState3, fx: ^FX, dt: f32) {
if fx.marked do return
if fx.parentId != 0 {
parent, ok := get_ent_by_id(state, fx.parentId)
if ok do fx.pos = parent.pos
}
if !fx.permanent {
if fx.lifetime > 0 {fx.lifetime -= dt} else {fx.marked = true}
}
}
fx_draw :: proc(fx: ^FX) {
for g in fx.gfx {
gfx_draw(fx.pos, g)
}
}
init_fx :: proc(state: ^GameState3, fx: FX) {
append(&state.fxs, fx)
}
//TODO: Создание и удаление FX с лайфтаймами
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package main
GroundItem3 :: struct {
using ent: Entity2,
heal: i32,
}
sys_pickup :: proc(state: ^GameState3) {
for &item in &state.items {
if item.marked do continue
_, ok := check_col(cast(^Entity2)&item, cast(^Entity2)&state.player)
if ok {
state.player.hp = min(state.player.hp + item.heal, state.player.max_hp)
item.marked = true
}
}
}
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package main
import hm "core:container/handle_map"
import "core:fmt"
import rl "vendor:raylib"
main :: proc() {
rl.InitWindow(SCREEN_W, SCREEN_H, "Iso Arena")
rl.SetTargetFPS(TARGET_FPS)
defer rl.CloseWindow()
state := GameState {
camera = {zoom = 1.5, offset = {SCREEN_W / 2, SCREEN_H / 2}},
}
p := hm.add(
&state.entities,
Entity {
pos = {400, 300},
col_size = 16,
variant = Player {
actor = Actor {
hp = 100,
max_hp = 100,
speed = 220,
gfx = {0 = GfxCircle{pos = {0, 0}, radius = 14, color = {80, 220, 100, 255}}},
},
attack_range = 75,
attack_dmg = 35,
attack_cd = 0.3,
invuln_timer = 0,
},
},
)
state.player = p
//TODO: Коллизия
// state.collisions = make([dynamic]CollisionEntry)
// defer delete(state.collisions)
hm.add(
&state.entities,
Entity {
pos = {600, 500},
col_size = 16,
variant = Enemy {
actor = Actor {
hp = 40,
max_hp = 40,
speed = 55,
gfx = {0 = GfxCircle{pos = {0, 0}, radius = 11, color = {220, 70, 70, 255}}},
},
},
},
)
hm.add(
&state.entities,
Entity {
pos = {200, 500},
col_size = 16,
variant = Enemy {
actor = Actor {
hp = 40,
max_hp = 40,
speed = 55,
gfx = {0 = GfxCircle{pos = {0, 0}, radius = 11, color = {220, 70, 70, 255}}},
},
},
},
)
hm.add(
&state.entities,
Entity {
pos = {600, 500},
col_size = 16,
variant = Enemy {
actor = Actor {
hp = 40,
max_hp = 40,
speed = 55,
gfx = {0 = GfxCircle{pos = {0, 0}, radius = 11, color = {220, 70, 70, 255}}},
},
},
},
)
for !rl.WindowShouldClose() {
dt := rl.GetFrameTime()
sys_input(&state)
sys_enemy_ai(&state)
sys_move(&state, dt)
sys_collisions(&state)
sys_damage(&state)
sys_death(&state)
sys_pickup(&state)
sys_update(&state, dt)
sys_sweep(&state)
state.camera.target = state.player.pos
sys_render(&state)
}
}
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package main
import rl "vendor:raylib"
Player2 :: struct {
using actor: Actor,
attack_range: f32,
attack_dmg: i32,
attack_cd: f32,
attack_timer: f32,
invuln_timer: f32,
}
sys_input :: proc(state: ^GameState3) {
p := &state.player
dir: rl.Vector2
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) do dir.y -= 1
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) do dir.y += 1
if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) do dir.x -= 1
if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) do dir.x += 1
set_vel(cast(^Entity2)p, dir, p.speed)
if p.attack_timer > 0 do p.attack_timer -= rl.GetFrameTime()
if rl.IsKeyPressed(.SPACE) && p.attack_timer <= 0 {
p.attack_timer = p.attack_cd
init_fx(
state,
FX {
parentId = p.id,
lifetime = p.attack_cd,
permanent = false,
gfx = {
0 = GfxRing {
inner_radius = p.attack_range * 0.7,
outer_radius = p.attack_range,
color = {255, 255, 255, 40},
},
1 = GfxCircleLines{radius = p.attack_range, color = {255, 255, 255, 80}},
},
},
)
for &enemy in &state.enemies {
if dist(Entity2(p), Entity2(enemy)) <= p.attack_range {
enemy.hp -= p.attack_dmg
}
}
}
}
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package main
import hm "core:container/handle_map"
import rl "vendor:raylib"
SCREEN_W :: 1280
SCREEN_H :: 720
TARGET_FPS :: 60
SQRT2_INV :: 0.7071067811865476
// ─── Базовые типы ───
MAX_GFX :: 2
MAX_ENTITIES :: 1024
Handle :: hm.Handle32
// ─── Коллизии ───
// EntityKind :: enum {
// Player,
// Enemy,
// }
// CollisionEntry :: struct {
// a_kind: EntityKind,
// a_idx: int,
// b_kind: EntityKind,
// b_idx: int,
// }
// ─── Игровое состояние ───
Entity :: struct {
handle: Handle,
pos: rl.Vector2,
col_size: f32,
marked: bool,
v: EntityVariant,
}
Actor :: struct {
vel: rl.Vector2,
hp: i32,
max_hp: i32,
speed: f32,
gfx: [MAX_GFX]Graphics,
}
Player :: struct {
using actor: Actor,
attack_range: f32,
attack_dmg: i32,
attack_cd: f32,
attack_timer: f32,
invuln_timer: f32,
}
GroundItem :: struct {
heal: i32,
gfx: [MAX_GFX]Graphics,
}
EntityVariant :: union {
Player,
Enemy,
GroundItem,
}
GameState :: struct {
player: Handle,
camera: rl.Camera2D,
entities: hm.Static_Handle_Map(MAX_ENTITIES, Entity, Handle),
// particles: hm.Static_Handle_Map(MAX_PARTICLE_FX, Fx2, Handle),
}
// ─── Хелперы ───
set_vel :: #force_inline proc(e: ^Entity, dir: rl.Vector2, speed: f32) {
if rl.Vector2Length(dir) > 0 {
e.v.vel = rl.Vector2Normalize(dir) * speed
} else {
e.v.vel = {}
}
}
move_ent :: #force_inline proc(e: ^Entity, dt: f32) {
e.v.pos += e.v.vel * dt
}
dist :: #force_inline proc(a, b: Entity) -> f32 {
return rl.Vector2Distance(a.v.pos, b.v.pos)
}
// entity_rect :: #force_inline proc(e: ^Entity2) -> rl.Rectangle {
// return rl.Rectangle{e.pos.x - e.col_size / 2, e.pos.y - e.col_size / 2, e.col_size, e.col_size}
// }
//
// check_col :: proc(a, b: ^Entity2) -> (overlap: rl.Rectangle, colliding: bool) {
// c := rl.GetCollisionRec(entity_rect(a), entity_rect(b))
// if c.width <= 0 || c.height <= 0 do return rl.Rectangle{}, false
// return c, true
// }
//
// resolve_aabb :: proc(a, b: ^Entity2) -> bool {
// c, ok := check_col(a, b)
// if !ok do return false
//
// if c.width < c.height {
// sign: f32 = 1 if a.pos.x < b.pos.x else -1
// a.pos.x -= sign * c.width * 0.5
// b.pos.x += sign * c.width * 0.5
// } else {
// sign: f32 = 1 if a.pos.y < b.pos.y else -1
// a.pos.y -= sign * c.height * 0.5
// b.pos.y += sign * c.height * 0.5
// }
// return true
// }
// ─── Общие системы ───
sys_move :: proc(state: ^GameState, dt: f32) {
it := hm.iterator_make(&state.entities)
for e, _ in hm.iterate(&it) {
#partial switch &v in e.v {
case Player:
e.pos += v.vel * dt
case Enemy:
e.pos += v.vel * dt
}
}
}
// sys_collisions :: proc(state: ^GameState3) {
// clear(&state.collisions)
//
// p_ent := cast(^Entity2)&state.player
//
// for &enemy, i in &state.enemies {
// if resolve_aabb(p_ent, cast(^Entity2)&enemy) {
// append(
// &state.collisions,
// CollisionEntry{a_kind = .Player, a_idx = 0, b_kind = .Enemy, b_idx = i},
// )
// }
// }
//
// for i in 0 ..< len(state.enemies) {
// for j in i + 1 ..< len(state.enemies) {
// resolve_aabb(cast(^Entity2)&state.enemies[i], cast(^Entity2)&state.enemies[j])
// }
// }
// }
sys_damage :: proc(state: ^GameState) {
p := hm.get(&state.entities, state.player)
if p.invuln_timer > 0 {
p.invuln_timer -= rl.GetFrameTime()
return
}
// for c in state.collisions {
// if c.a_kind == .Player && c.b_kind == .Enemy {
// state.player.hp -= state.enemies[c.b_idx].touch_dmg
// state.player.invuln_timer = 0.5
// if state.player.hp <= 0 {
// state.player.hp = 0
// }
// }
// }
}
//TODO: УБрать вообще? мапа фиксит инвалидацию поинтеров
sys_sweep :: proc(state: ^GameState) {
it := hm.iterator_make(&state.entities)
for e, i in hm.iterate(&it) {
if e.marked do hm.remove(&state.entities, i)
}
// i = 0
// for i < len(state.fxs) {
// if state.fxs[i].marked {
// ordered_remove(&state.fxs, i)
// } else {
// i += 1
// }
// }
}
// entity_draw :: proc(e: ^Entity2) {
// for g in e.gfx {
// gfx_draw(e.pos, g)
// }
// }
//
sys_update :: proc(state: ^GameState, dt: f32) {
p := hm.get(&state.entities, state.player)
it := hm.iterator_make(&state.entities)
for e, _ in hm.iterate(&it) {
#partial switch &v in e.v {
case Enemy:
enemy_update(state, p, e)
}
}
}
sys_render :: proc(state: ^GameState) {
rl.BeginDrawing()
rl.ClearBackground({20, 20, 30, 255})
rl.BeginMode2D(state.camera)
{
it := hm.iterator_make(&state.entities)
for e, _ in hm.iterate(&it) {
#partial switch &v in e.v {
case Player:
for g in &v.gfx do gfx_draw(e.pos, g)
case Enemy:
for g in &v.gfx do gfx_draw(e.pos, g)
}
}
// for &e in state.enemies {
// entity_draw(&e)
// ui_draw_world_hp_bar(cast(^Actor)&e)
// }
//
// for &it in state.items {
// entity_draw(&it)
// }
//
// for &fx in state.fxs {
// fx_draw(&fx)
// }
//
// entity_draw(&state.player)
// ui_draw_world_hp_bar(cast(^Actor)&state.player)
}
rl.EndMode2D()
// ui_draw(state)
rl.EndDrawing()
}
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package main
import rl "vendor:raylib"
ui_draw_world_hp_bar :: proc(actor: ^Actor) {
hp_ratio := f32(actor.hp) / f32(actor.max_hp)
bar_w := actor.col_size * 3
bar_pos := actor.pos + rl.Vector2{-bar_w / 2, -actor.col_size - 10}
rl.DrawRectangleV(bar_pos, {bar_w, 4}, {60, 60, 60, 255})
rl.DrawRectangleV(bar_pos, {bar_w * hp_ratio, 4}, {220, 40, 40, 255})
}
ui_draw :: proc(state: ^GameState3) {
rl.DrawText(
rl.TextFormat("HP: %d/%d", state.player.hp, state.player.max_hp),
12,
12,
20,
rl.RAYWHITE,
)
rl.DrawText(rl.TextFormat("Enemies: %d", len(state.enemies)), 12, 36, 16, {180, 180, 180, 255})
rl.DrawText("[SPACE] attack [WASD] move", 12, SCREEN_H - 28, 14, {120, 120, 120, 255})
}